Tuesday, February 26th 2013
AMD TressFX Technology Detailed
AMD unveiled the new TressFX technology it teased us with, earlier this week. The technology, as predicted, works to create realistic hair rendering and physics; but we imagine it could be applied to foliage and hopefully, furry donuts as well. It will be first implemented in the 2013 reboot title of the Tomb Raider franchise, in which Lara Croft finally parted with her braid. TressFX helps accurately render Croft's hair, drawing finer locks of hair than pre-rendered hair textures plastered on bigger hair polygons that look unnatural. The free and fluid nature of these locks can then be used to accurately draw the effects of wind and water onto the hair. Below are a few before-after instances of TressFX.
Technically, TressFX is a toolset co-developed by AMD and Crystal Dynamics, which taps into DirectCompute to unlock the number-crunching prowess of the GPU (specifically Graphics CoreNext ones), to render individual strands of hair. It is built on the foundation laid by AMD's work on Order Independent Transparency (OIT), and uses Per-Pixel Linked-List (PPLL) data structures to manage rendering complexity and memory usage. DirectCompute is additionally used to process the physics of these strands of hair, which are affected by the character's motion, and elements such as wind and water/rain. TressFX will be implemented at least on the PC version of the upcoming Tomb Raider.
Technically, TressFX is a toolset co-developed by AMD and Crystal Dynamics, which taps into DirectCompute to unlock the number-crunching prowess of the GPU (specifically Graphics CoreNext ones), to render individual strands of hair. It is built on the foundation laid by AMD's work on Order Independent Transparency (OIT), and uses Per-Pixel Linked-List (PPLL) data structures to manage rendering complexity and memory usage. DirectCompute is additionally used to process the physics of these strands of hair, which are affected by the character's motion, and elements such as wind and water/rain. TressFX will be implemented at least on the PC version of the upcoming Tomb Raider.
99 Comments on AMD TressFX Technology Detailed
Call me braid-mania :D
On topic, looks nice, and as usual hoping for low performance hit when this hair-thingy enabled :D AMD didn't say anything about compatibility but here's a hint :blogs.amd.com/play/tressfx/
They should make a flurry cat demo :D
A PATCH, we demand a game PATCH :roll:
BoobFX for the win
Also this www.ouidad.com/TressFX-Curl-Styling-Gel
wonder how long it will take em to get a woman's "wet hair" look down???
try that with chains!!! lol
Sure it's nice if it's realistic but c'mon!? Lara had physics affected hair in Tomb Raider, back in 1998 ?
It was basic and all but they did it on shit CPU's from that time and it sort of looked pretty good, Lara's hair tail swinging around...
Personally, I think the hair flow is a bigger achievement than an engine with fully destructible environments and/or environmental effects. Fully destructible environments are limited by game developers not wanting to deal with the possibilities. How deep should a hole be allowed in the ground? Should the player be allowed to blow down a wall to enter any building? You can see how that's a less of a hardware limitation (even though it would be memory intensive). As for environmental effects, you can easily fake wet telephone poles with texture changes when it starts raining. Yeah, hair flow is not as "felt" on the gaming side. But it's still revolutionary when it comes to immersion and it's something future developers can easily use without affecting the more mechanical parts of their games.
If it makes you feel better, the hair flow effects can theoretically be applied to other things such as tall grass and animal fur.
Also, anyone have a video of TressFX in action rather than static screenshots?
blogs.amd.com/play/tressfx/
Looks like its only between crystal dynamics and amd
"Another area of dramatic improvement is Dawn’s hair. The original Dawn had individual hair strands, but they were few and far between. A mere 1,700 adorned her head and the shader only modeled for specular reflections. The original Dawn also used a rock hard hairspray to ensure her hair never budged a millimeter; all the GPU's horsepower was directed at rendering her character as realistically as possible. New Dawn’s hair is a giant leap forward. Thanks to DirectX 11 tessellation, she has gone from a scant 1,700 strands to 40,000 soft locks of hair. Advanced shading allows her beautiful hair to move out of the jet-black color scheme. While still a brunette, you’ll see her hair gently flowing in the wind, reflecting and transmitting light from the environment.
Because hair is so thin, aliasing is a major problem. Traditional antialiasing doesn't work well here, as a strand is often smaller than a pixel and may not be picked up by any of the four-or-so sample points. To alleviate this problem, A New Dawn has a special hair smoothing shader that inspects each strand and blurs them in the combing direction. The final result looks soft and silky, as if she just jumped out of the shower after an extensive conditioner routine."
source: www.geforce.com/games-applications/pc-games/a-new-dawn/description
Got to atleast hand it to AMD for bringing it to a game less then a year into Gaming Evolved. Next step is to implement it into others and improve on it with time.
F**k that.
It looks patehtic as well. This guy looks like those eggs where you stuff them with cotton and plant some wheat seeds in them so they grow hair. An egg with wheat come over. Nice...
The guy looks better with a bald head. Period.
If anyone bothered to work with some art ANYONE could make some rather realistic har using CPU alone. You wouldn't have 3 billions of hair strands but if anyone would even bother to make clusters of hair taht move based on head movement, freakin CPU Havok could do that. But instead, no one even bothered to do that. Instead pretty much all games used 100% static hair.
So why 100% static or 100% super duper HW accelerated. Like no one knows how to fuckin make something in the middle. They always have to do it on one or another extreme...
Anyway, check this out : forums.eidosgames.com/showpost.php?p=1866348&postcount=256